
in vec2 ourTexCoord;

out vec4 color;

uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;

void main()
{
	//color = texture(ourTexture1, ourTexCoord);
	//color = texture(ourTexture1, ourTexCoord) * vec4(ourColor, 1.0f);
	//color = mix(texture(ourTexture1, ourTexCoord), texture(ourTexture2, ourTexCoord), 0.2);
	color = mix(texture(ourTexture1, ourTexCoord), texture(ourTexture2, ourTexCoord), 0.2);
}

